you dont think the larger undulation of waves in the open sea would slow down amphibic and speedboats?
if anything the real boats should move normal and small boats slower. also representing that the
smaller cousins are meant for near shore operation.

In TBS games that I've played deep water is typically the domain of larger naval vessels like Battleships, Destroyers and Subs, while the shallower waters are for patrol boats (speed boats) and landing boats (unit transport). In each case, the types of vessels described are restricted to their depth of water.

Naturally, it means that you have to have at least one deep see hex connecting a harbor to the rest of the deep water (if you want it to be able to produce larger ships and have them go somewhere) but you can use shallow water to prevent larger ships sailing down "rivers" inland, and also to keep larger ships away from land in general.

I like the idea of having at least 2 different water depths, I don't think it would alter gameplay too drastically but just enough to make things interesting.

VTTruck wrote:you dont think the larger undulation of waves in the open sea would slow down amphibic and speedboats?
if anything the real boats should move normal and small boats slower. also representing that the
smaller cousins are meant for near shore operation.

I meant movement cost, so boats/subs move faster, hover/speedboat moves same; although I could see boats/subs move same, hover/speedboat move slower could work out too.

I like the idea. But why not make the cities produce troopers (and maybe Raiders). You can recruit/draft people of a city into the army/militia and raiders are light vehicles so I think a normal city can produce such a thing (but everything else shouldn't).

I don't see why subs would really move any "quicker" 1000m under the sea then they would at 500m. Jetboats and hovers would hover need to contest with the massive waves. This could also be used well with say shallows and coral tiles to give the big bad boys a bit of a disadvantage as well.

for the reasons rahl pointed out well. in my opinion all the other stuff would needlessly complicate the game. what we need it proper team play (it's been a while since somebody mentioned that in the forum )

Nice. They look good. The only issue I have is with the roads going through mountains/forests... and even swamps to a degree. Would roads in these places function the same as on the plains? It seems a bit weird to have a road where vehicles cannot pass.

Im not sure what you mean with "where vehicles cannot pass"?
If you dont want them to pass then you simply dont place a mouhtain with road tile but a conventional mountain tile instead in the map editor.

NEW: Roads have no combat effect on terrain tiles they cover but increase movement only.

If this was unclear an example might help:
"Trooper on mountain attacks adjacent tank on swamp" has exactly the same combat calculation like
"Trooper on mountain with road attacks adjacent tank on swamp with road" or
"Trooper on mountain attacks adjacent tank on swamp with road"
"Trooper on mountain with road attacks adjacent tank on swamp".

Movement example:
A trooper has 9 movepoints. Its moves on any tile with road would cost the same amount of movement points (regardless what kind of terrain is below). ZoC effects would not be altered.

This message was edited 4 times. Last update was at 01/03/2009 16:31:58

I know that in reality we've done and made everything, but I meant in terms of game play purposes it just feels... weird. Having a hovercraft drive through a forest or mountain road... a little odd. I get what you're trying with this but it just feels off.